Unstaged changes cleanup. Further vectorization. Change in binormal/bitangent calculation.
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@@ -30,7 +30,7 @@ ATTRIBUTE vec3 position;
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ATTRIBUTE vec4 diffuse_color;
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ATTRIBUTE vec3 normal;
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ATTRIBUTE vec2 texcoord0;
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ATTRIBUTE vec3 binormal;
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ATTRIBUTE vec4 tangent;
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VARYING vec3 vary_mat0;
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VARYING vec3 vary_mat1;
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@@ -52,8 +52,8 @@ void main()
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vec3 n = normalize((mat * vec4(normal.xyz+position.xyz, 1.0)).xyz-pos.xyz);
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vec3 b = normalize((mat * vec4(binormal.xyz+position.xyz, 1.0)).xyz-pos.xyz);
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vec3 t = cross(b, n);
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vec3 t = normalize((mat * vec4(tangent.xyz+position.xyz, 1.0)).xyz-pos.xyz);
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vec3 b = cross(n, t) * tangent.w;
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vary_mat0 = vec3(t.x, b.x, n.x);
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vary_mat1 = vec3(t.y, b.y, n.y);
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@@ -31,7 +31,7 @@ ATTRIBUTE vec3 position;
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ATTRIBUTE vec4 diffuse_color;
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ATTRIBUTE vec3 normal;
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ATTRIBUTE vec2 texcoord0;
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ATTRIBUTE vec3 binormal;
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ATTRIBUTE vec4 tangent;
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VARYING vec3 vary_mat0;
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VARYING vec3 vary_mat1;
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@@ -46,8 +46,8 @@ void main()
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vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
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vec3 n = normalize(normal_matrix * normal);
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vec3 b = normalize(normal_matrix * binormal);
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vec3 t = cross(b, n);
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vec3 t = normalize(normal_matrix * tangent.xyz);
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vec3 b = cross(n, t) * tangent.w;
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vary_mat0 = vec3(t.x, b.x, n.x);
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vary_mat1 = vec3(t.y, b.y, n.y);
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@@ -2093,7 +2093,6 @@ uniform sampler2D diffuseMap;
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uniform vec2 rcp_screen_res;
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uniform vec4 rcp_frame_opt;
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uniform vec4 rcp_frame_opt2;
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uniform vec2 screen_res;
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VARYING vec2 vary_fragcoord;
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VARYING vec2 vary_tc;
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@@ -25,12 +25,12 @@
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uniform mat3 normal_matrix;
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ATTRIBUTE vec3 binormal;
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ATTRIBUTE vec4 tangent;
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VARYING vec4 binormal_out;
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VARYING vec4 tangent_out;
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void main()
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{
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binormal_out = vec4(normal_matrix * binormal, 0.0);
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tangent_out = vec4(normal_matrix * tangent.xyz, tangent.w);
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}
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